|2004 GDC Production Track CD-ROM|
2004 GDC Production Track CD-ROM
|2004 Game Developers Conference Design Track CD-ROM|
2004 Game Developers Conference Design Track CD-ROM
|2004 Game Developers Conference Audio Track CD|
2004 Game Developers Conference Audio Track CD
|Game Developers Conference|
March 4-8 2003 San Jose, CA
|Game Develops Conference|
March 20-24, 2001
|Evolve Event Program|
March 22-26, 2004 San Jose, CA
|Computer Game Developers' Conference Program|
Conference: May 4-8, 1998
|2004 GDC: Dave Perry Keynote (530A) (03-25-2004)|
2004 GDC - 03-25-2004 - Dave Perry Keynote - 530A
|2004 GDC: Will Wright Keynote: Triangulation (A3) (03-26-2004) (1030-1130)|
2004 GDC: Will Wright Keynote: Triangulation (A3) (03-26-2004) (1030-1130)
|2002 GDC Game Awards Camera Reel 1 03-21-2002|
200 GDC Game Awards (Camera Reel 1)
|2001 GDC: Guidelines for Developing Successful Games (4-5pm) (03-23-2001)|
2001 GDC: Guidelines for Developing Successful Games (4-5pm) (03-23-2001)
|2000 GDC: Game Xecutive Conference Tape 4 1608-1735 (2000-03-07)|
2000 GDC - Game Xecutive Conference 2000-03-07 Tape 4 1608-1735
|2001 GDC: The Basics of Team AI (Room J23)|
2001 GDC - 03-22-2001 - The Basics of Team AI - Room J23
|2000 GDC: Game Xecutive Day 2 Tape 5 - 0908-1040 (03-08-2000)|
2000 GDC - 03-08-2000 Tape 5 - Game Xecutive Day 2 0908-1040
|2004 GDC: JJ3 4pm-5pm|
|2004 GDC: Real World Multi-Threading (03-24-2004 J2 9am)|
|2003 GDC: 3:30pm - 4th Session (Warren Spector) (March 23, 2003)|
|2001 GDC: Thursday Keynote: Consoles vs. PCs: Is the PC Really Dead? (March 22, 2001)|
|2001 GDC: 1001 Nightmares (J2-3) (March 21, 2001)|
|2001 GDC: Interactive Animated Characters|
|1997 GDC Awards (VHS) CGDC Master Playback Reel (04-28-1997)|
|2001 GDC - Collision Detection in BSP - 03-24-2001|
|GDC Video: Electric Playground GDC Special (2001)|
From the GDC Archives, this collection of rough interviews around the 2006 Game Developers Conference contains a mass of interviews by staff and developers about the experience of the GDC.
Keywords: GDC; 2006; Interviews
|GDC 2003 Demoscene Demo Reel|
As part of an outreach program to acknowledge the work done in the Demoscene, the Demoscene Outreach Group (DOG) brought demonstration tapes to various graphics and game events around the world. This reel of contemporary (2003) demos likely played on a looping basis during GDC in one of the theater areas. Each of the included demos is accompanied by an information card and then played in full before moving to the next...
|Game Developers Choice Awards 2002 Afterparty|
During the 2002 Game Developers Choice Awards, a house band played between awards and at the beginning and end of the production. While there is no independent verification as of yet, the band appears to be Tipsy, a San Francisco-based eclectic lounge-surf-dj group around since the mid 1990s. At the end of the awards show, the band continue to play a set, and the camera was left recording it - this is that footage...
Keywords: GDC; Tipsy; Awards; Band
|2003 GDC Pre-Warren Spector Crowd Shots|
Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved duri...
Keywords: GDC; GDC Extras; Cerny; Spector; Crowds; Conference
|Betacam Tape Flutter Removal Example - Jason Scott|
Many of the GDC tapes are BetacamSP format and subject to problems involving the magnetic signal. While the audio is not quite as noticeable, the video image can show a fluttery, milky overlay to the original recording. By applying a flicker reduction filter via Virtualdub, the time cost in re-rendering the material is made up for by the increase in quality. This demonstration shows a single range of tape before and after the filtering...
Keywords: Tech Demo; Virtualdub; Flicker; Filter
|GDC 1999 CGI Logo With Sound|
Sound logo for the Game Developers Conference 1999 - computer-generated numbers bounce around a meeting hall until the GDC Logo appears and the right numbers bounce into place.
Keywords: GDC; Game Developers Conference
|1999 GDC Logo Test Tape|
Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference.
Keywords: GDC; GDC Extras; Logos
|GDC 1996 Gameplay Sizzle Tape|
This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have ...
Keywords: GDC; GDC Extras; Sizzle Tape
|2000 GDC Sizzle Tape - CMP Game Media Group|
"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent Oster (Game De...
Keywords: GDC; Game Developers Conference
|IGS 2007: 'Our Journey From Narbacular Drop To Portal' (Kim Swift, Valve)|
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued inn...
|IGS 2007 - Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) - Independent Games Summit|
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities...
Keywords: IGS; IGS 2007; GDC; GDC 2007; GDC Lecture; Independent Games Summit; Russell Carroll; Reflexive; GameTunnel
|IGS 2007: Zimmerman on Gamelab - Independent Games Summit|
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as keepi...
Keywords: IGS; IGS 2007; GDC; GDC 2007; GDC Lecture; Independent Games Summit; Eric Zimmerman; Gamelab; Diner Dash; casual games
|IGS 2007 - Small Arms Postmortem (Jacob Van Wingen, Don Wurster) - Independent Games Summit|
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight int...
Keywords: IGS; IGS 2007; GDC; GDC 2007; GDC Lecture; Independent Games Summit; Jacob Van Wingen; Don Wurster; Gastronaut; Small Arms
|IGS 2007 - Physics Games Go Indie (Matthew Wegner) - CMP Technology|
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out.
Keywords: IGS; IGS 2007; GDC; GDC 2007; GDC Lecture; Independent Games Summit; Matthew Wegner; Flashbang Studios; Indie; game physics
|Super Mario Galaxy GDC 2007 Footage - Nintendo of America, Inc.|
Footage of Super Mario Galaxy from Shigeru Miyamoto's GDC 2007 Keynote speech o.
Keywords: nintendo, wii, super mario galaxy
|2007 GDC MP4 Collection|